Post by Igor on May 10, 2017 21:01:14 GMT -6
skill crafting
As we wish to permit our guests as much freedom to express themselves here on Alter-Ego™, we strongly believe that the way a person does battle is also an acceptable medium for such expression, and so we have allowed near-limitless room for you to do so.
Instead of the typical skills one would see in the Persona games, we have created a fine-tuned system that enables our guests to generate an entirely customized arsenal of skills for their Personas to learn and use throughout their experiences in battle.
Skills are broken down into two distinctive components: its School and its Modifiers.
School refers to the kind of skill it is, such as a magical attack that causes elemental or force-type damage, a physical attack, or a support skill that heals or buffs.
Modifiers are specific details that help describe how the skill works in combat. Examples of modifiers include increases in damage output, the number of strikes performed, whether status ailments are inflicted, and myriad other variables.
There are a total of sixteen Schools, as well as two special types of skills that do not fall into any one of these categories. Each of the schools are sorted into four divisions of four, and are listed as follows:
The two special Schools that do not fall under the typical classifications are ALMIGHTY, which operate under slightly different mechanics to the normal types of damage, and NAVIGATOR, which is composed entirely of its own list of unique and special abilities and skills. Details regarding these skills will be discussed further below.
There are a large number of available Modifiers that allow our guests to hand-tailor their Persona's skills to suit their character's needs. More information on the available Modifiers can be found in the Skill Compendium.
Certain skills that are listed in the Compendium cannot be made to conform to the skill crafting system and have been given appropriate level adjustment values to reflect their utility. Modifiers are also assorted into several Tiers, each with their own minimum level requirements.
Modifiers are given Level Costs which determine the final cost that a skill is learned; for every Modifier that is added to a skill, the cost of that skill increases appropriately as well, meaning that it must be learned at a higher level.
A skill's final cost is determined by the previous skill, not the base level. For example, if your character's Persona earned its last skill at Level 7, and its next skill costs 5 points, you will learn that skill five levels afterward, at Level 12. If the Persona learned its last ability at Level 56 and spends 12 points for its next skill, it will learn the skill at Level 68.
In an effort to fully balance skill customization, each Persona has access to a skill list that is created entirely by the hands of their players. It must be filled with a number of skills that can be learned up to at least Level 20.
All Personas begin with three innate skills — no more, and no less. They may only be composed of Tier I Modifiers, and as they are your Persona's first skills, guests will have six points to spend between them. Once your Persona's three starting skills have been created, your character officially begins their journey at Level 3.
To appropriately craft a skill, you must first select a School (e.g., FIRE), and then your desired Modifiers (e.g., TARGET: Multi, DAMAGE: Low), combining their Level Costs together in order to determine the number of levels the character must gain in order to learn the new skill.
For a more accurate construction of skill lists, please make sure to place the skill's information within the appropriate space alongside any short description you wish to pair with it: "SCHOOL: [blank]; DAMAGE: [blank]; TARGET: [blank], ETC.: [etc.]".
MULTI-SCHOOL ABILITIES
A large-damage Wind attack that hits a single target and has a medium chance to inflict Confusion for three turns would be depicted as:
ALMIGHTY ABILITIES
A colossal-damage Almighty attack that hits an entire group of enemies would be depicted as:
An Almighty attack (+2), colossal damage (+5), and group target (+3) Modifiers results in a total cost of 10 points, meaning it will take 10 more levels from the last learned skill before it can be unlocked.
Instead of the typical skills one would see in the Persona games, we have created a fine-tuned system that enables our guests to generate an entirely customized arsenal of skills for their Personas to learn and use throughout their experiences in battle.
how to use this guide
Skills are broken down into two distinctive components: its School and its Modifiers.
School refers to the kind of skill it is, such as a magical attack that causes elemental or force-type damage, a physical attack, or a support skill that heals or buffs.
Modifiers are specific details that help describe how the skill works in combat. Examples of modifiers include increases in damage output, the number of strikes performed, whether status ailments are inflicted, and myriad other variables.
schools
There are a total of sixteen Schools, as well as two special types of skills that do not fall into any one of these categories. Each of the schools are sorted into four divisions of four, and are listed as follows:
PHYSICAL
SLASH, STRIKE, PIERCE, RANGED
ELEMENTAL
FIRE, ICE, WIND, ELECTRIC
FORCE
NUCLEAR, PSY, CURSE, BLESS
SUPPORT
HEAL, BUFF, DEBUFF, PASSIVE
The two special Schools that do not fall under the typical classifications are ALMIGHTY, which operate under slightly different mechanics to the normal types of damage, and NAVIGATOR, which is composed entirely of its own list of unique and special abilities and skills. Details regarding these skills will be discussed further below.
To add ALMIGHTY as a damage type, simply eschew a damage type and add +2 to the skill's cost.Each skill is permitted up to two Schools at any given time, though adding a second School will increase the level requirements by an additional +1.
modifiers
There are a large number of available Modifiers that allow our guests to hand-tailor their Persona's skills to suit their character's needs. More information on the available Modifiers can be found in the Skill Compendium.
Certain skills that are listed in the Compendium cannot be made to conform to the skill crafting system and have been given appropriate level adjustment values to reflect their utility. Modifiers are also assorted into several Tiers, each with their own minimum level requirements.
Modifiers are given Level Costs which determine the final cost that a skill is learned; for every Modifier that is added to a skill, the cost of that skill increases appropriately as well, meaning that it must be learned at a higher level.
A skill's final cost is determined by the previous skill, not the base level. For example, if your character's Persona earned its last skill at Level 7, and its next skill costs 5 points, you will learn that skill five levels afterward, at Level 12. If the Persona learned its last ability at Level 56 and spends 12 points for its next skill, it will learn the skill at Level 68.
crafting your skill list
In an effort to fully balance skill customization, each Persona has access to a skill list that is created entirely by the hands of their players. It must be filled with a number of skills that can be learned up to at least Level 20.
All Personas begin with three innate skills — no more, and no less. They may only be composed of Tier I Modifiers, and as they are your Persona's first skills, guests will have six points to spend between them. Once your Persona's three starting skills have been created, your character officially begins their journey at Level 3.
To appropriately craft a skill, you must first select a School (e.g., FIRE), and then your desired Modifiers (e.g., TARGET: Multi, DAMAGE: Low), combining their Level Costs together in order to determine the number of levels the character must gain in order to learn the new skill.
For a more accurate construction of skill lists, please make sure to place the skill's information within the appropriate space alongside any short description you wish to pair with it: "SCHOOL: [blank]; DAMAGE: [blank]; TARGET: [blank], ETC.: [etc.]".
noteworthy examples
MULTI-SCHOOL ABILITIES
A large-damage Wind attack that hits a single target and has a medium chance to inflict Confusion for three turns would be depicted as:
SCHOOL: Wind, Debuff; DAMAGE: Large; TARGET: Single; AILMENT: Confuse (Medium); DURATION: 3Two Schools (+1 for each School), large damage (+3), single target (+1), medium odds to inflict an ailment (+3), and a duration of 3 turns (+3) means this particular skill will cost a total of 11 points, meaning it will take 11 more levels from the last learned skill before it can be unlocked.
ALMIGHTY ABILITIES
A colossal-damage Almighty attack that hits an entire group of enemies would be depicted as:
SCHOOL: Almighty; DAMAGE: Colossal; TARGET: Group
An Almighty attack (+2), colossal damage (+5), and group target (+3) Modifiers results in a total cost of 10 points, meaning it will take 10 more levels from the last learned skill before it can be unlocked.